Trap
Trap: Rage Trap and 2 more
Lays a mine that damages and knocks down the enemy that steps on it.
3 spells the game runs with the same code.
DamagesKnocks down or backSummons or placesHow is the total effect worked out?
Rage Trap places a single mine at a point, with less reach. Death Trap and Sin Trap place them in an area with the same numbers (power, time and trigger area); only their runes, texts and MP change, so Sin Trap gains nothing for its higher cost.
Total effect: what one unit receives over the whole spell. The real figure depends on who casts and who receives it, so it is worked out for a fixed reference: the caster has magic 30 (Isaac at level 1), the element at level 1–10 and a perfect stroke (quality 1); the receiver has defense and magic defense 0, a neutral element and no weakness or shield; no random factor. “up to” is a maximum that needs every hit to land, or the unit to stay where the spell reaches it; “not confirmed” marks what the code read so far does not settle.
To cast a spell you draw its runes, each in one stroke and each scored on its own: a long stroke with many turns takes longer and gives more chances to slip out of the shape. Each spell shows its runes, drawn from their strokes, with their level (I to III) and how long their strokes are added up, in widths of the rune: the game scales the drawing, so its size on screen does not count. A higher level is usually longer, but not always (Water II is shorter than Wind I).
Best spells · Which spells pay off and why, each with the number behind it. The filters leave only what Isaac already has at hand.
Earth · Level I
Total damage
675 · when a walking unit steps on it
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 675 ÷ 50 = 13.5. It compares which spell gives more for the MP it costs.
Around the middle: it beats 29 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,350 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 38.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and 2 times with 130 MP (level 50).
Together: 0 and 1,350 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 45 px · Lasts 15 s
Earth · Level II
Total damage
675 · when a walking unit steps on it
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 675 ÷ 70 = 9.6. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 19 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 675 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 54.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 675 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 65 px · Lasts 15 s
Earth · Level III
Total damage
675 · when a walking unit steps on it
Higher is stronger.
It adds up every hit or pulse one unit receives during the spell.
- Affects
- Enemies
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor.
Per MP
Higher is better: it gives more for each MP you spend.
Total damage for each MP point: 675 ÷ 85 = 7.9. It compares which spell gives more for the MP it costs.
Among the least efficient: it beats 16 % of the 234 damage spells.
A high per MP does not make it the strongest spell: the total says that.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 675 of damage.
MP
What it costs with the element at level 1–10; with the element at level 41–50 it costs 65.
With Isaac’s full bar he casts it not once in a row with 30 MP (level 1) and once with 130 MP (level 50).
Together: 0 and 675 of damage.
In a battle Isaac recovers 5 MP every 0.5 s, and 1 more for each rise in a row without chanting, up to +5. Each mana crystal of his adds 1 more per rise (2 MP/s). After a chant the first rise comes after 3 s, 0.5 s sooner for each crystal, 0.5 s at least.
Range 65 px · Lasts 15 s
Worked out for a caster with magic 30 and a perfect stroke, against defense and magic defense 0, with no random factor. How is it worked out?
Rage Trap
Earth · Level I
Total damage
675
MP
50
13.5 per MP
when a walking unit steps on it
Easy to drawDamagesKnocks down or backSummons or placesCost
- MP (level 1–10)
- 50
- Runes
- IIII
- Stroke (rune widths)
- 5.3
Range and area
- Cast range
- 45 px
- Trigger radius
- 0 px
- Aim
- Tap a point
Death Trap
Earth · Level II
Total damage
675
MP
70
9.6 per MP
when a walking unit steps on it
DamagesKnocks down or backSummons or placesCost
- MP (level 1–10)
- 70
- Runes
- IIIII
- Stroke (rune widths)
- 6.2
Range and area
- Cast range
- 65 px
- Trigger radius
- 35 px
- Aim
- Tap a point
Sin Trap
Earth · Level III
Total damage
675
MP
85
7.9 per MP
when a walking unit steps on it
Not worth itDamagesKnocks down or backSummons or placesCost
- MP (level 1–10)
- 85
- Runes
- IIIIII
- Stroke (rune widths)
- 6.8
Range and area
- Cast range
- 65 px
- Trigger radius
- 35 px
- Aim
- Tap a point
Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.